Should Altruism Points be NERFED?
Commonly people with prestige 100 and many hours in the game, Altruism Farmers load into SoloQ with the intent of not helping to escape by doing objectives but farming easy points and double pips by unhooking and healing. Often times these players come with an extra spice of toxicity and they will T-bag teammates and only unhook them when the killer is approaching the hook in hopes that they can farm the teammate again soon, they will argue that they got high score and carried the match despite having little to no gen time and little to no chase time. They get extra points from being around the killer's terror radius though and they can get chase points if the game perceives them in a chase even when the reality is that someone else is being tunneled. On the off chance that Altruism Farmers DO generators, it's only after the killer is guaranteed to win and they're just hiding around the map farming gen points until the game comes to an end and it's time to look for the hatch.
What's even worse is that often times Killer players will let them escape through hatch, because they are either playing really stealth until it is time to farm or find the hook… or with the toxic ones the killer knows they're turning the game into a farm fest. It has always gotten on my nerves that majority of the times when these people are encountered in my survivor matches they are high prestige, they have many hours of game time, and they 100% know what they are doing is throwing the game to exploit a point system that was intended to encourage teamwork, not discourage it.
I believe that more points should be awarded towards time spent doing generators, or being in the match long enough to see a generator pop, less points for Altruism, especially unhooks.
I play the game as a Gen Jockey playstyle but I carry an Altruism build to support my team. The altruism farmer playstyle has been abused for years and it's honestly a cheap exploit in my eyes. Killers get blamed for only going after the same people over and over again unintentionally rather than the survivors that purposely create the scenarios for it to happen. There have been times as killer where I spotted people playing like this and I'll kill them off and let one of their victims escape, unsurprisingly these people tend to Disconnect often when things don't go their way is what I've noticed as killer.
Should Altruism Points be NERFED? 9 votes
Comments
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No
So we nerf Alturism so people need to do more Alturism actions to max the category leading to people needing to fight for unhooks more.
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I see your point. That's why I was thinking of nerfing the Unhook points mainly, because these players tend to unhook and runaway a lot too. Maybe they can try something like lessen unhook points and give more to completing a heal action or lessen the amount of altruism points needed in the category so that people can quit over-focusing on farming it?
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Yes but with different solution
While i get its a toxic player problem much like griefers, beside that point ive always noticed unhooking gives way more points than someone who dedicated to doing most of the generators or looping the killer and rather than nerfing healing points, it might be better to swap the amount of points given between altruism and objectives. As people more interested in doing the gens rather than always "stealing all the unhooks" would benefit the entire team in the long run and probably deter some of the toxic hook farmers. And while thats swapped, lessen the amount needed to max out altruism so that people will share hooks and heals moreoften as the generators would be the sole focus. I believe looping the killer got buffed for points not too long ago as ive seen some game where i looped quite a bit and ended up with most points not even getting many chances to heal or do gens
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I knew if I looked up SoloQ vids I'd find what this poll is about from anything I click on. The last game Otz plays with the Sable. Notice she is Prestige 100 and has a build with Left Behind, and a key to see the aura of the Killer so she can spend the whole game selfishly hiding not touching generators even when her team was showing hope of escape, not touching the exit gates. The one and only thing she had to do despite her uselessness was farm people off of the hooks, run back into hiding, and she would've been #1 on the Scoreboard.
Sounds reasonable too. Tbh I don't know about chase point buffs because I abandoned the game for almost 5 years and came back just to see the exact same soloq shenanigans all that time ago. I couldn't believe something hasn't been done to help SoloQ survivors when it comes to experienced players throwing the game for their ez pips. The quality of life in SoloQ would probably be so much better for the thousands or millions of players in this game if we stopped rewarding people so well for playing like they want the whole team to lose.
Beginners eventually have to come out of playing so avoidant and selfish, why allow them to grow into experienced players that are heavily rewarded to keep playing as if they never learned how to escape without hatch or learned how to escape without pointless team deaths?
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I knew if I looked up SoloQ vids I'd find what this poll is about from anything I click on. The last game Otz plays with the Sable. Notice she is Prestige 100 and has a build with Left Behind, and a key to see the aura of the Killer so she can spend the whole game selfishly hiding not touching generators even when her team was showing hope of escape, not touching the exit gates. The one and only thing she had to do despite her uselessness was farm people off of the hooks, run back into hiding, and she would've been #1 on the Scoreboard.
While i get its a toxic player problem much like griefers, beside that point ive always noticed unhooking gives way more points than someone who dedicated to doing most of the generators or looping the killer and rather than nerfing healing points, it might be better to swap the amount of points given between altruism and objectives. As people more interested in doing the gens rather than always "stealing all the unhooks" would benefit the entire team in the long run and probably deter some of the toxic hook farmers. And while thats swapped, lessen the amount needed to max out altruism so that people will share hooks and heals moreoften as the generators would be the sole focus. I believe looping the killer got buffed for points not too long ago as ive seen some game where i looped quite a bit and ended up with most points not even getting many chances to heal or do gens
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Sounds reasonable too. Tbh I don't know about chase point buffs because I abandoned the game for almost 5 years and came back just to see the exact same soloq shenanigans all that time ago. I couldn't believe something hasn't been done to help SoloQ survivors when it comes to experienced players throwing the game for their ez pips. The quality of life in SoloQ would probably be so much better for the thousands or millions of players in this game if we stopped rewarding people so well for playing like they want the whole team to lose.
Beginners eventually have to come out of playing so avoidant and selfish, why allow them to grow into experienced players that are heavily rewarded to keep playing as if they never learned how to escape without hatch or learned how to escape without pointless team deaths?
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